add_namespace = navy_rework add_namespace = vnr_ai # load starting naval designs and fleet and techs country_event = { id = navy_rework.0 hidden = yes is_triggered_only = yes immediate = { # delete all ships first just in case delete_starting_naval_oob = yes add_starting_techs = yes makeup_starting_techs = yes # set shipyard output boost set_shipyard_output_boost = yes # add starting variants and navy ARG = { ARG_start_naval_variants = yes load_oob = 00_ARG_vnr_naval } AST = { AST_start_naval_variants = yes load_oob = 00_AST_vnr_naval } BRA = { BRA_start_naval_variants = yes load_oob = 00_BRA_vnr_naval } CAN = { CAN_start_naval_variants = yes load_oob = 00_CAN_vnr_naval } CHI = { CHI_start_naval_variants = yes load_oob = 00_CHI_vnr_naval } CHL = { CHL_start_naval_variants = yes load_oob = 00_CHL_vnr_naval } DEN = { DEN_start_naval_variants = yes load_oob = 00_DEN_vnr_naval } ENG = { ENG_start_naval_variants = yes load_oob = 00_ENG_vnr_naval if = { limit = { has_dlc = "By Blood Alone" } load_oob = 01_ENG_vnr_air_bba } else = { load_oob = 01_ENG_vnr_air } } FIN = { FIN_start_naval_variants = yes load_oob = 00_FIN_vnr_naval } FRA = { FRA_start_naval_variants = yes load_oob = 00_FRA_vnr_naval if = { limit = { has_dlc = "By Blood Alone" } load_oob = 01_FRA_vnr_air_bba } else = { load_oob = 01_FRA_vnr_air } } GER = { GER_start_naval_variants = yes load_oob = 00_GER_vnr_naval } GRE = { GRE_start_naval_variants = yes load_oob = 00_GRE_vnr_naval } HOL = { HOL_start_naval_variants = yes load_oob = 00_HOL_vnr_naval } ITA = { ITA_start_naval_variants = yes load_oob = 00_ITA_vnr_naval } JAP = { JAP_start_naval_variants = yes load_oob = 00_JAP_vnr_naval if = { limit = { has_dlc = "By Blood Alone" } load_oob = 01_JAP_vnr_air_bba } else = { load_oob = 01_JAP_vnr_air } } NOR = { NOR_start_naval_variants = yes load_oob = 00_NOR_vnr_naval } POL = { POL_start_naval_variants = yes load_oob = 00_POL_vnr_naval } POR = { POR_start_naval_variants = yes load_oob = 00_POR_vnr_naval } SOV = { SOV_start_naval_variants = yes load_oob = 00_SOV_vnr_naval } SPR = { SPR_start_naval_variants = yes load_oob = 00_SPR_vnr_naval } SWE = { SWE_start_naval_variants = yes load_oob = 00_SWE_vnr_naval } TUR = { TUR_start_naval_variants = yes load_oob = 00_TUR_vnr_naval } USA = { USA_start_naval_variants = yes load_oob = 00_USA_vnr_naval if = { limit = { has_dlc = "By Blood Alone" } load_oob = 01_USA_vnr_air_bba } else = { load_oob = 01_USA_vnr_air } } COL = { COL_start_naval_variants = yes load_oob = 00_COL_vnr_naval } MEX = { MEX_start_naval_variants = yes load_oob = 00_MEX_vnr_naval } ROM = { ROM_start_naval_variants = yes load_oob = 00_ROM_vnr_naval } URG = { URG_start_naval_variants = yes load_oob = 00_URG_vnr_naval } YUG = { YUG_start_naval_variants = yes load_oob = 00_YUG_vnr_naval } PRU = { PRU_start_naval_variants = yes load_oob = 00_PRU_vnr_naval } CUB = { CUB_start_naval_variants = yes load_oob = 00_CUB_vnr_naval } PER = { PER_start_naval_variants = yes load_oob = 00_PER_vnr_naval } SIA = { SIA_start_naval_variants = yes load_oob = 00_SIA_vnr_naval } RAJ = { RAJ_start_naval_variants = yes load_oob = 00_RAJ_vnr_naval } BEL = { BEL_start_naval_variants = yes load_oob = 00_BEL_vnr_naval } VEN = { VEN_start_naval_variants = yes load_oob = 00_VEN_vnr_naval } LAT = { LAT_start_naval_variants = yes load_oob = 00_LAT_vnr_naval } # add washington treaty article xix to pacific islands add_article_xix = yes add_starting_navy_spirits = yes sign_naval_treaty = yes } } # add Alicorn country_event = { id = navy_rework.1 title = navy_rework.1.t desc = navy_rework.1.d picture = GFX_report_event_alicorn is_triggered_only = yes option = { name = navy_rework.1.1 FROM = { create_alicorn = yes } } } # add USS Constitution country_event = { id = navy_rework.2 title = navy_rework.2.t desc = navy_rework.2.d picture = GFX_report_event_constitution is_triggered_only = yes # USA option = { trigger = { original_tag = USA NOT = { has_government = communism } } name = navy_rework.2.1 FROM = { country_event = {id = navy_rework.5 days = 1} } } # Commie fix option = { trigger = { has_government = communism } name = navy_rework.2.2 FROM = { create_constitution = yes add_political_power = -50 } } # Commie abandon option = { trigger = { has_government = communism } name = navy_rework.2.3 FROM = { navy_experience = 50 } } # Generic option = { trigger = { NOT = { has_government = communism original_tag = USA } } name = navy_rework.2.4 FROM = { create_constitution = yes } } } # add SDF-1 country_event = { id = navy_rework.3 title = navy_rework.3.t desc = navy_rework.3.d picture = GFX_report_event_macross is_triggered_only = yes option = { name = navy_rework.3.1 FROM = { create_macross = yes } } } # add Space Battleship Yamato country_event = { id = navy_rework.4 title = navy_rework.4.t desc = navy_rework.4.d picture = GFX_report_event_yamato is_triggered_only = yes # JAP option = { trigger = { original_tag = JAP } name = navy_rework.4.1 FROM = { create_space_yamato = yes } } # Generic option = { trigger = { NOT = {original_tag = JAP} } name = navy_rework.4.2 FROM = { create_space_yamato = yes } } } # Consitution event: Omaha Chase country_event = { id = navy_rework.5 title = navy_rework.5.t desc = navy_rework.5.d picture = GFX_report_event_omaha is_triggered_only = yes option = { name = navy_rework.5.1 FROM = { country_event = {id = navy_rework.6 days = 1} } } } # Consitution event: Talk with Ironsides country_event = { id = navy_rework.6 title = navy_rework.6.t desc = navy_rework.6.d picture = GFX_report_event_ironsides is_triggered_only = yes # USA let stay option = { trigger = { original_tag = USA NOT = { has_government = communism } } name = navy_rework.6.1 FROM = { create_constitution = yes navy_experience = 25 } } # USA let go option = { trigger = { original_tag = USA NOT = { has_government = communism } } name = navy_rework.6.2 FROM = { add_tech_bonus = { bonus = 0.5 uses = 3 category = naval_equipment } } } } # Confirm check for behemoths country_event = { id = navy_rework.100 title = navy_rework.100.t desc = navy_rework.100.d is_triggered_only = yes option = { name = navy_rework.100.0 set_global_flag = wunderwaffe_shown } option = { name = navy_rework.100.1 } } # Buff AI country_event = { id = vnr_ai.0 title = vnr_ai.0.t desc = vnr_ai.0.d is_triggered_only = yes option = { name = vnr_ai.0.0 set_variable = { vnr_ai_difficulty = 3 } update_ai_combat_bonus = yes effect_tooltip = { add_ideas = vnr_mad } } option = { name = vnr_ai.0.1 set_variable = { vnr_ai_difficulty = 2 } update_ai_combat_bonus = yes effect_tooltip = { add_ideas = vnr_hard } } option = { name = vnr_ai.0.2 set_variable = { vnr_ai_difficulty = 1 } update_ai_combat_bonus = yes effect_tooltip = { add_ideas = vnr_normal } } option = { name = vnr_ai.0.3 set_variable = { vnr_ai_difficulty = 0 } update_ai_combat_bonus = yes } } country_event = { id = vnr_ai.1 title = vnr_ai.1.t desc = vnr_ai.1.d is_triggered_only = yes option = { name = vnr_ai.1.0 set_variable = { vnr_ai_production = 3 } update_ai_production_bonus = yes effect_tooltip = { add_ideas = vnr_mad_production } } option = { name = vnr_ai.1.1 set_variable = { vnr_ai_production = 2 } update_ai_production_bonus = yes effect_tooltip = { add_ideas = vnr_hard_production } } option = { name = vnr_ai.1.2 set_variable = { vnr_ai_production = 1 } update_ai_production_bonus = yes effect_tooltip = { add_ideas = vnr_normal_production } } option = { name = vnr_ai.1.3 set_variable = { vnr_ai_production = 0 } update_ai_production_bonus = yes } }